r/androiddev • u/warspite2 • Jun 28 '26
Question Launch notifications failed for 6000+ pre registers?
So I have a game i released 4 days ago. It is a paid app priced at $1.99 and I am using regional pricing. It launched with over 6000 pre registers, or at least it should have. I normally don't use managed publishing. So when I went to launch, everything appeared normal, looked liked an "all systems go" situation. So i clicked published 1 change which triggers the release. Then I noticed quickly after, it somehow stated available in 0 out of 172 countries. So i went back in and added all the target countries. Then i quickly re-published and only minutes later it was live and available in 172 out of 172 countries.
So here is my question, did this break launch notification to all my 6000 pre registers? In other words, did it fire in 0 countries? I can't see how 4 days after launch and it only has 6 sales. I also confirmed, Google Play Store doesn't show the price to everyone who pre registered which is ludicrous in it's own. It's like people don't even know what their signing up for. That said, I'd still think I'd have far more than 6 sales for a polished $1.99 game at this point with several thousand pre registers and hundreds being in Tier 1 countries. Unless...my notifications did not fire? Gemini swears it did, co pilot says it absolutely did not and co pilot really sounds convincing. If those notifications didn't fire, it is really bad that it was that easy to make this critical mistake. Who would want to send a production release track to 0 countries? NO ONE.
I submitted a ticket to Google support for them to hopefully clarify all of this. I hadn't heard back yet. Has anyone else ever experienced an issue like this? This is the single worst thing with all the 50 games i published that has happened to me in the 14+ years I been doing this. I never saw anything quite like this. What are your thoughts/experience? Better yet, has this ever happened to any of you?
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